Age | Commit message (Collapse) | Author |
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C# GodotTools: Replace platform Identifier "OSX" with "macOS"
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GDScript crash on builtin type constructor fix
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Fix x11 display server crash when deleting popup window when unfocused
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On FocusOut events, the window could be destroyed while propagating
WINDOW_EVENT_FOCUS_OUT event, which causes the WindowData to be
invalidated, and still used for calls to XUnsetICFocus.
This change moves calls to XUnsetICFocus, and also XSetICFocus in
FocusIn events, before propagating the change of focus event to the
engine, to be safe in any case.
Also setting xic member to nullptr after all calls to XDestroyIC to keep
things clean and consistent.
Fixes #42645
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Fixed an issue in UWP export caused by duplicate entry for extensions in content types file.
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Docs change: More detailed description of StreamPeerTCP.is_connected_to_host()
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Cancel rename if file does not exist
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content types file.
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Reverted physics body spawn optimization #39726 #40252
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Identifier "macOS" => "MacOS"
Platform/SDK name reverted to "osx"
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Because `Strings OS_OSX::get_name() const` now returns "macOS" (15a9f94346c211b7afe96af500cb3405aabcf6b8)
The C# GodotTools were still using "OSX" as identifier a few things were borken (e.g. dotnet/msbuild detection).
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the shape is not scaled"
This reverts commit 7709a8349354b469361ec7e1429af0dc8af80b2a.
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This reverts commit 8d0d6d6921d5dfb398f4ab04e4d3937ab550c4ff.
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SCons: Refactor and cleanup warnings definition
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Fixed a bug which caused Set Index to not function
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Fix build after merge of #40097
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CI had passed back then but this would have needed a rebase to
take into account recent changes to String.
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Fix natural sort comparison for strings with large numbers
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Improve the Vector2 rotated code in C#
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Update the setting when clicking Show hidden files
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Fixed renaming/moving of nodes with exported NodePaths in the editor
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SCons: Add 'default' parameter for windows_subsystem, restores original behavior
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Added more helpful error message for animation player
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We want debug builds to have a console and easy stdout redirection by default.
Windows makes reading the stdout/stderr stream from gui applications too cumbersome
(and most users don't know about it, and just wonder why they don't see a thing).
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the animation player
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Check for global script class information before clearing it
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Better non alphanumeric bone names.
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Improve format version mismatch error in binary loader
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1. _gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) won't return an empty string.
2. String GLTFDocument::_sanitize_bone_name(const String &name) will keep Japanese characters. Like: "全ての親".
3. The sanitize function allows the bone name to be not just alphanumeric. The only required conditions are the ones in add_bone.
> ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
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glTF: Fix parsing image data with `mimeType` undefined
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The glTF 2.0 spec only makes `mimeType` mandatory for `bufferView` image data,
so the previous logic to handle URIs with base64-encoded images could fail if
`mimeType` is undefined.
The logic was documented and refactored to better handle the spec, notably:
- `uri` and `bufferView` are now mutually exclusive, and only the latter fails
if `mimeType` is undefined.
- `uri` with a file path will now respect the `mimeType` if defined, and thus
attempt loading the file with the specified format (even if its extension is
not the one expected for this format). So we can support bad extensions (PNG
data with `.jpg` extension) or custom ones (PNG data in `.img` file for
example).
- `uri` with base64 encoded data will infer MIME type from `data:image/png` or
`data:image/jpeg` if it was not documented in `mimeType` initially.
- `uri` with base64 encoded data, no `mimeType` and `application/octet-stream`
or `application/gltf-buffer` will fall back to trying both PNG and JPEG
loaders.
Fully fixes #33796 (and fixes up #42501).
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Cross-reference GDScript `load` and `ResourceLoader.load` in classref
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[HTML5] Scons now expects "emcc" to be in PATH.
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No longer parse emscripten/emsdk config to detect emcc/node paths.
Use WhereIs to find "emcc" and "node", look for "node_modules" in "emcc"
path.
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Return proper texture view format for decals
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Fix typo in VisualShaderNodeSample3D::generate_code
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Updated getters and setters names for toplevel
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Fix default parameter in Texture visual shader nodes for sky/particles modes
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Fix how Line2D obtains the other object's supports
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